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SHIPS POWER<br />
Since there are no rules on this here, I’ll write some. As he says<br />
‘Make sure that your systems energy cost doesn’t exceed you reactor s energy capabilities! A ship<br />
can only have one reactor and one backup power supply!’<br />
‘<br />
..and yet most of the ships have total energy cost exceeding the total reactor output then it must be<br />
that a balancing act is required e.g. you can’t pelt along at full warp and have your sensors on full<br />
blast at the same time…<br />
Still, I like the bolt on, plug and play sort of thing that goes on in STO, so installing new warp engines<br />
in order to put new stuff in seems like a good idea to me. So a sort of ‘slot’ based ship sheet might be<br />
in order, with power and stuff calculated in it. Hmm! I think a super duper sort of character sheet for<br />
space ships is in order.<br />
<strong>Star</strong>fleet ships use Dilithium as their fuel source. As an example, the Aeroshuttle has a Reactor<br />
Output of 28 and a Total Energy Cost of 20. So until it fits shields it can scoot around at full warp with<br />
no problems.<br />
Each day total up the energy used. By default a ship will always have Hull Plating, Life Support,<br />
Gravity Plating, Comms, Sensors, Computer Core, and Deflectors on, but these can be switched off to<br />
save energy. Flying at Warp, or having the shields on will use more for that day (or fraction).<br />
Subtract the energy used from you total grams of Dilithium.<br />
So, if the AS running at full warp will burn 20g of DL.<br />
Other things that cost DL are Transporting and Replicating. Each human sized object transported<br />
costs 1g of DL. Every 10kg replicated costs 1g DL.<br />
http://en.memory-alpha.wikia.com/wiki/Dilithium